On October 14 2011 08:03 skrzmark wrote:
Protoss needs a useful air unit. A unit that can only hit ground.
Protoss needs a useful air unit. A unit that can only hit ground.
aaah you mean the colossus
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theBlues
El Salvador638 Posts
On October 14 2011 08:03 skrzmark wrote: Protoss needs a useful air unit. A unit that can only hit ground. aaah you mean the colossus | ||
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Slithice
Canada78 Posts
On October 14 2011 08:04 TheBlueMeaner wrote: Show nested quote + On October 14 2011 08:03 skrzmark wrote: Protoss needs a useful air unit. A unit that can only hit ground. aaah you mean the colossus Well for it to truely be considered a air unit, you shouldnt be able to kill it with a marauder. | ||
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da_head
Canada3350 Posts
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Shiladie
Canada1631 Posts
On October 14 2011 08:04 TheBlueMeaner wrote: Show nested quote + On October 14 2011 08:03 skrzmark wrote: Protoss needs a useful air unit. A unit that can only hit ground. aaah you mean the colossus heh, spot on with this one... If zerg do get a siege unit of some kind I really hope, as I mentioned previously that it is area denial as a primary function, not attacking. Where it hits getting a persistant damage of time effect and armour reduction, while the initial damage is relatively small. This would make it so you wanted to target them specifically so they didn't waste shots in the same place, you may even want to target your own units in front of their charge so they can't close with you without fighting on top of these patches of acid. | ||
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Kyrth
United States101 Posts
On October 14 2011 08:07 da_head wrote: why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided. So true. Old zerg didn't have ground-based siege range but it had effective tools to mitigate the range of other races. It worked, and it was unique. | ||
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DMII
Germany92 Posts
A Roach lategame morph would be so awesome (and I have no clue why I think so, so don't ask xD) | ||
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synapse
China13814 Posts
On October 14 2011 08:06 Slithice wrote: Show nested quote + On October 14 2011 08:04 TheBlueMeaner wrote: On October 14 2011 08:03 skrzmark wrote: Protoss needs a useful air unit. A unit that can only hit ground. aaah you mean the colossus Well for it to truely be considered a air unit, you shouldnt be able to kill it with a marauder. Warp prism! | ||
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Skwid1g
United States953 Posts
On October 14 2011 08:07 da_head wrote: why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided. Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do. | ||
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sDsLuST
15 Posts
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Hattori_Hanzo
Singapore1229 Posts
On October 14 2011 08:29 Skwid1g wrote: Show nested quote + On October 14 2011 08:07 da_head wrote: why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided. Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do. No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1] Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now. What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg. | ||
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LuckyMacro
United States1482 Posts
On October 14 2011 11:31 Hattori_Hanzo wrote: Show nested quote + On October 14 2011 08:29 Skwid1g wrote: On October 14 2011 08:07 da_head wrote: why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided. Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do. No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1] Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now. What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg. Wait, what. Wait... Banelings are cool and all, at least when Artosis is casting. But what?... | ||
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Ballistixz
United States1269 Posts
On October 14 2011 11:31 Hattori_Hanzo wrote: Show nested quote + On October 14 2011 08:29 Skwid1g wrote: On October 14 2011 08:07 da_head wrote: why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided. Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do. No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1] Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now. What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg. ok ppl really need to stop with the lurker crap. lurkers were great in SCBW. but u know what else were extremly good in BW? ultra ling and hydras. lurkers wont work in SC2. why? because immortals would hard counter them to oblivion and colos can just A move with a observer and kill them that way. ppl are asking for a "siege unit" for zerg because that type of unit works best and controls space at the same time. a unit does not have to be burrowed to control space. as long as it has a range of 10 or higher and does a big chunk of splash damage it will be a very good positional control unit. so pls ppl, stop with the lurker crap. im a zerg to but id much rather defilers then lurkers in SC2 right now if i had to pick a BW unit. hell id replace corruptors with devourers in a heartbeat, but this isnt BW this is SC2. i really dont understand why ppl cant understand the benefits a siege unit for zerg has. | ||
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Archers_bane
United States1338 Posts
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Zelniq
United States7166 Posts
On October 14 2011 12:52 Ballistixz wrote: Show nested quote + On October 14 2011 11:31 Hattori_Hanzo wrote: On October 14 2011 08:29 Skwid1g wrote: On October 14 2011 08:07 da_head wrote: why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided. Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do. No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1] Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now. What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg. ok ppl really need to stop with the lurker crap. lurkers were great in SCBW. but u know what else were extremly good in BW? ultra ling and hydras. lurkers wont work in SC2. why? because immortals would hard counter them to oblivion and colos can just A move with a observer and kill them that way. ppl are asking for a "siege unit" for zerg because that type of unit works best and controls space at the same time. a unit does not have to be burrowed to control space. as long as it has a range of 10 or higher and does a big chunk of splash damage it will be a very good positional control unit. so pls ppl, stop with the lurker crap. im a zerg to but id much rather defilers then lurkers in SC2 right now if i had to pick a BW unit. hell id replace corruptors with devourers in a heartbeat, but this isnt BW this is SC2. i really dont understand why ppl cant understand the benefits a siege unit for zerg has. except they might remove or rework the colossus and the immortal might go through changes as well. youve no idea what's going to happen to anything | ||
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DARKHYDRA
United States303 Posts
On October 14 2011 12:52 Ballistixz wrote: Show nested quote + On October 14 2011 11:31 Hattori_Hanzo wrote: On October 14 2011 08:29 Skwid1g wrote: On October 14 2011 08:07 da_head wrote: why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided. Lurkers were "seige" units in the sense that they took a seige position (unmovable) and controlled terrain like seige units usually do. No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1] Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now. What Zerg needs is a unit better than hydras for late game sieges, currently there are no ways for Zerg to break a contain aka siege than by going mass roach. If the T has >8 siege tanks + Thors & marines, he can pretty much gg. ok ppl really need to stop with the lurker crap. lurkers were great in SCBW. but u know what else were extremly good in BW? ultra ling and hydras. lurkers wont work in SC2. why? because immortals would hard counter them to oblivion and colos can just A move with a observer and kill them that way. ppl are asking for a "siege unit" for zerg because that type of unit works best and controls space at the same time. a unit does not have to be burrowed to control space. as long as it has a range of 10 or higher and does a big chunk of splash damage it will be a very good positional control unit. so pls ppl, stop with the lurker crap. im a zerg to but id much rather defilers then lurkers in SC2 right now if i had to pick a BW unit. hell id replace corruptors with devourers in a heartbeat, but this isnt BW this is SC2. i really dont understand why ppl cant understand the benefits a siege unit for zerg has. But this is just your theory. Ultimately how effect lurkers can be in SC2 depends on how blizzard incorporates them into the game. They could easily be OP or flat out crap, it all depends on them. You also can't tell what timings would be possible with lurkers and how that would affect the meta game. I agree that defilers would be a better choice but infestors are basically its replacement, unlike banelings replacing lurkers(supposedly) infestors are a more reasonable replacement. | ||
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CheezeThis
United States13 Posts
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shinarit
Hungary900 Posts
On October 14 2011 11:31 Hattori_Hanzo wrote: No, they are not siege units. From wiki, a siege is a military blockade of a city or fortress with the intent of conquering by attrition or assault. The term derives from sedere, Latin for "to sit".[1] Lurkers are living mines with range 6. As Blizzard have said, banelings fill that role now. So they ARE siege units, because they block ("contain" is the word used in SC2 commentary). You can use them at other places than containing places? So what? A siege tank is clearly a siege unit, and it is still usable at other places. | ||
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Comogury
United States412 Posts
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thane
United States407 Posts
On October 14 2011 15:04 Comogury wrote: it's a hydralisk with a cannon on its back. it has to be burrowed to be used obviously. Mega hydra cannon! Seriously though I think it going to be something like a siege tank. | ||
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iCanada
Canada10660 Posts
On October 14 2011 08:15 Kyrth wrote: Show nested quote + On October 14 2011 08:07 da_head wrote: why does everyone think zerg needs a "seige" unit? look at the lurker in bw. it had range 6 (compare to tanks range 12). what it needs is effective terrain control that the lurker (and dark swarm) provided. So true. Old zerg didn't have ground-based siege range but it had effective tools to mitigate the range of other races. It worked, and it was unique. I don't think Zerg needs a seige unit, I think Zerg needs a unit that can control space. Lurkers control space, if there is a lurker at the top of the ramp, it doesn't really matter how many marines the terran player had, they weren't going up the ramp. Fast forward to the same scenario in SC2, yeah the banelings "fill the same role" Lurkers did in BW, however they don't do it anywhere near as well in that they have zero range, zero sustainability, and Terran/Toss have much more readily available detection. Imagine if a terran player had to tech to Ravens to not lose all their bio to bane bombs if they wanted to apply pressure on an important area of the map, then imagine that Banelings stayed alive when attacking. I don't want a seige unit (imo, BLs are one of the better ones in the game anyway), I want a unit that I can make so I don't have to back off anytime a terran/toss player decides to move their army to an important location. | ||
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